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At last year's Spike VGAs, a number of new and exciting titles were announced and teased to the gaming public. One of those games was a reboot of the "True Crime" franchise that would take place in Hong Kong and put players in the shoes of an undercover cop who is tasked with infiltrating the Triads. This time around, Activision has handed the IP over to United Front Games (Mod Nation Racers) and tasked them with reinvigorating the franchise. For me, Reboots are some of the most interesting endeavors in the industry because they have the potential to revive dead franchises and return them to the public eye. Gametrailers TV recently did an interview with Stephen Van Der Mescht, the executive producer for the project, at GDC and revealed some early footage of the game play. The video got me thinking a lot about combat systems and what makes them successful and what causes them to fail.
To check out the interview and hear my thoughts on modern combat mechanics, .
Think about it for a second. Combat is the crux of the vast majority of video games today. It doesn't necessarily matter what genre we are talking about because so many of them rely on combat to sell their games. Games today often live or die by whether or not their combat systems are fun, unique, accessible, or rewarding. It's almost a shame that video games are dominated so prominently by games that involve using combat to kill bad guys. Even games that you may not consider to be combat oriented games rely on the combat as a backbone to hold the rest of the game together. A game like Alone in the Dark, which was not necessarily a combat heavy game, fell apart in the end because combat was awkward and weird. Even in a story-heavy RPG like Final Fantasy XIII, success is largely determined by whether Square-Enix designed a robust and involved combat system.
The new True Crime has peaked my interest for a number of reasons. Not only is the new setting and gritty tone something that appeals way more to me than the previous two entries, but the combat system looks promising for an open world title. In most open world games, hand to hand combat usually takes a back seat to gun play. The guys at United Front Games seem to be trying hard to balance that out and make the hand to hand combat just as visceral and entertaining as the gun play. Of course, whether this game succeeds or not largely depends on whether the crazy cool moves performed in the video (see above) are executed easily or sloppily. How tight will the free-running feel? Will the counter and grapple systems be intuitive and empowering? Will switching between close quartered combat and long range gun play be handled well or will one aspect be handled better than the other? These are the questions I really hope to find the answers to at E3 this year.
A few years back, I can remember often worrying about innovation in game design and wondering how developers were going to find new ways to make combat systems fun and rewarding while still breaking new ground in the way they were designed. Then games like Dead Space came along and showed me that even shooters can introduce new twists and evolutions of classic mechanics. Borderlands is also a more recent example of how developers have taken combat to a new level. Of course, many games have tried new things with combat and failed. This is obviously a necessary occurrence. Developers should never assume something isn't going to work and not try. Despite the underwhelming end results from games like The Bourne Conspiracy, Mirror's Edge, Prince of Persia 2008, and even classics like Final Fantasy VIII, it was really interesting to see developers try something new and fall short. Without these (perceived) failures, new, improved, more polished combat systems may not even exist. After the Bourne Conspiracy, I had serious doubts about whether developers could find a way to create that fast paced, "seat of your pants" combat sequences that made the movies so great, and then I was introduced to Splinter Cell Conviction. Designing combat systems is an art that is quite possibly one of the biggest challenges that developers face today. Like any other industry, industry leaders are born by observing and learning from their past failures or the failures of others who were brave enough to attempt something new.
With that said, I have a few questions for our readers:
- In an open-world sand box game, what makes combat good for you?
- What sand box games stand out to you as having under-appreciated combat systems?
- What should United Front Games focus on to bring their vision of the new True Crime to life?
- On a side note, what has the new Final Fantasy (XIII) done really well in regards to it's combat system?
Comments
14 years, 8 months ago
To answer the first 3 questions:
1.good combat is combat that isnt clunky/overly complicated to do.True crime was a great example of it not only because you had move sets and different attacks, but the fact that they gave you a finisher depending on what buttons you pressed...thats phenomenal!gta's combat was accessible,but it was just too generic...and it only got worse i.e gta iv...nobody(at least in california) doesnt fight like they do in liberty city.terrible terrible terrible.
2.I always that true crime was underrated despite the bugs/glitches that engulfed that game...especially NYC.nyc had great fighting styles,interesting police calls/busts,good story,good shooting and decent driving in a world that looked good for its time!if the game had more polish,it wouldve been breath taking.
3. from what it looks like, the new true crime theyre crafting is coming a long wonderfully.what they need to beware of is pulling off the bulltime in that game just right because the bullet time in NYC got f*cked over pretty bad.another thing they need to polish up is the sprinting/running because in NYC, the footchases for me dragged on soo long it was like something out of a benny hill episode(listen to the music and imagine chasing a guy in that game http://www.youtube.com/watch?v=v5_RkYXlmXE).something else they should keep in mind is the feel of the city.true crime LA was bland blocks called buildings, and true crime nyc was a bit better,but with tons of copy and paste buildings(or at least what was inside of them ex. stores,clubs,warehouses etc).
bottom line,get the combat polished up,make the gunplay/bullet time working smoothly,make the driving do able,making interesting police calls/missions, and make different interesting places to visit and this game will be amongst my favorites :)
14 years, 8 months ago
I will only be able to answer three of the following questions:
1.
The combat needs to be deep and engaging, incorporating lots of ways to overcome your opponent and vice versa. It doesn't need to feel like a backdrop of all the other "core" mechanics. GTA IV had a very weak hand-to-hand fighting system, it needed to feel as if you were actually engaging in a street fight with someone. Being able to pick up things lying on the ground and using them to beat your opponent's face in would've been a great thing to add. The shooting mechanics were done fairly well but, it could've been polished a whole lot more and the cover system was below average in many ways.
2.
Primarily here in the west, the Yakuza fighting system is very underappreciated. It incorporates many ways to overwhelm your opponent and make you feel like a genuine badass. The RPG elements in the said system also make the experience more rewarding and makes the player want to explore all they can in the fun fighting system.
3.
From playing the last two True Crime games, UFG has alot to focus on to make this series good and worthy of public attention. In the last two games the environment was rather dull and boring, not allowing enough interaction and the player didn't really feel as if he had an impact on the environment as he/she progressed. I'm a little worried about the driving mechanic, in the last True Crime game, New York City, the driving was just plain horrible. The cars drove to sloppily and the chase sequences were often a pain. One thing that does spark my interest is that UFG borrowed some mechanics from Pursuit Force (which I really enjoyed) into the driving. This improvement could provide for some rather neat chase sequences.
14 years, 8 months ago
I'd nominate the fighting system in The Warriors as a good example of close combat in a sandbox done right.
It's not too complex, but it's extremely robust and allows you easily to handle different situations. It was also very hard-hitting which is another crucial point for hand-to-hand in any game - you don't want to feel like you're gently wafting kicks like an over-choreographed dance routine. If it's up close and personal, make sure you reflect that.
Interactivity with your environment, so long as it's done through a very simple interface and not four different buttons held down to pick up a brick or anything, is also a great feature. Everyone likes to go a little Jackie Chan and improvise a beatdown with a chair or a lamp or whatever.
14 years, 8 months ago
I as well will only be answering the first three.
1. As far as open world combat goes, I want something that is fresh, and fun. I lost interest in GTA4 as far as combat because it was just duck and shoot. Games like Red Faction: Guerrilla and the upcoming Just Cause 2 hold my interest because they feature an intuitive destruction model and grappling hook system respectively that are both refreshing as far as combat goes, and experimental. To me, a good sandbox game requires that the player be able to experiment in fun ways. You can do this in the GTA games, sure, but to me it's never in a refreshing way, so I lose interest fairly quickly.
2. Well, I already mentioned Red Faction: Guerrilla as being one, and Just Cause is another. RF: G especially. I think the next big revolution in shooting games and action games as a whole is destructible environments. And RF: G features the best one to date. Being able to dismantle a house brick by brick is just amazing. And when you fracture that into combat, you get a layer of depth unheard of in the sandbox genre.
3. Environment interaction. I always said while playing games like GTA that I want to put bodies in the trunk of my car. Make it happen.
Plus it's fun to just experiment with all the possibilities. Experimentation is what makes a sandbox game a good sandbox game.
14 years, 8 months ago
so is this going to be like "Infernal Affairs" the game?
14 years, 8 months ago
1 & 2. Yakuza 3
14 years, 8 months ago
To me, I still believe The Godfather to be very unappreciated and overlooked by many. A share of that is probably because a) it was an EA title, b) it was a license title of the most critically acclaimed film in the history of forever, so its not too suprising. Its fair play to say that the gameplay mechanics, from the shooting to the driving, haven't all aged well in the past few years. When compared to the competition at the time however, I think it deserves some credit where credit is due. But as far as the melee/hand to hand combat goes, its a complete blast to play even to this day.
To give a quick overview, attacks such as punching and kicking are primarily controlled with the right analog stick. You simply locked onto a target and push the right analog stick forward for a light attack, pulled it back to dodge a punch or pulled it back and then pushed foward to perform a heavy attack. The second main mechanic was to grapple a target and then being able to move him around or carry on attacking.
It sounds gimmicky, and seems potentially limited and problematic, but this is far from the truth. You could string light or heavy combos, smash peoples heads into cash registers and tables, swing and throw enemies off ledges and through windows, it was some brutal but satisfying stuff. Hell, you could lock onto a guy with R1, grab him with L1, then push both analog stick in to freaking strangle an enemy to death. C'mon, name me one other game that replicates that level of fucked up awesomeness.
This isn't to say it was perfect. You didn't have control of the camera when in melee combat, and there's always going to be at least a few instances when it'll become a bother. Also, being an open world shooter and not a proper fighting game, melee combat can still end up to be 'button mashy'. But because you're using the right stick instead of tapping a button over and over, it just feels more gratifying in the long run.
I could easily imagine this being updated and put into current gen games. I guarrantee that if this combat system was implemented into GTA IV it would have added far more hours of fun, especially with the Euphoria physics engine. Hell, ideas for adding new combos are coming into my mind. Surrounded by too many thugs? Rotate the stick 360 and Roundhouse Kick the fools.
The Godfather is somewhat of a guilty pleasure of mine and one I don't think many people appreciate or even remember much of at all. But this is a game where the developers made analog stick combat work, and work damn well. Suck on it Denis Dyack.
14 years, 8 months ago
...I rambled on, didn't I?
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